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path: root/Source/Core/VideoBackends/D3D/LineGeometryShader.cpp
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Diffstat (limited to 'Source/Core/VideoBackends/D3D/LineGeometryShader.cpp')
-rw-r--r--Source/Core/VideoBackends/D3D/LineGeometryShader.cpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/Source/Core/VideoBackends/D3D/LineGeometryShader.cpp b/Source/Core/VideoBackends/D3D/LineGeometryShader.cpp
index b0b71313fa..66910eb6f2 100644
--- a/Source/Core/VideoBackends/D3D/LineGeometryShader.cpp
+++ b/Source/Core/VideoBackends/D3D/LineGeometryShader.cpp
@@ -125,7 +125,7 @@ static const char LINE_GS_COMMON[] =
;
LineGeometryShader::LineGeometryShader()
- : m_ready(false), m_paramsBuffer(NULL)
+ : m_ready(false), m_paramsBuffer(nullptr)
{ }
void LineGeometryShader::Init()
@@ -138,7 +138,7 @@ void LineGeometryShader::Init()
D3D11_BUFFER_DESC bd = CD3D11_BUFFER_DESC(sizeof(LineGSParams_Padded),
D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
- hr = D3D::device->CreateBuffer(&bd, NULL, &m_paramsBuffer);
+ hr = D3D::device->CreateBuffer(&bd, nullptr, &m_paramsBuffer);
CHECK(SUCCEEDED(hr), "create line geometry shader params buffer");
D3D::SetDebugObjectName(m_paramsBuffer, "line geometry shader params buffer");
@@ -184,14 +184,14 @@ bool LineGeometryShader::SetShader(u32 components, float lineWidth,
const std::string& numTexCoordsStr = numTexCoordsStream.str();
D3D_SHADER_MACRO macros[] = {
{ "NUM_TEXCOORDS", numTexCoordsStr.c_str() },
- { NULL, NULL }
+ { nullptr, nullptr }
};
ID3D11GeometryShader* newShader = D3D::CompileAndCreateGeometryShader(code.GetBuffer(), unsigned int(strlen(code.GetBuffer())), macros);
if (!newShader)
{
WARN_LOG(VIDEO, "Line geometry shader for components 0x%.08X failed to compile", components);
// Add dummy shader to prevent trying to compile again
- m_shaders[components] = NULL;
+ m_shaders[components] = nullptr;
return false;
}
@@ -223,7 +223,7 @@ bool LineGeometryShader::SetShader(u32 components, float lineWidth,
DEBUG_LOG(VIDEO, "Line params: width %f, texOffset %f, vpWidth %f, vpHeight %f",
lineWidth, texOffset, vpWidth, vpHeight);
- D3D::context->GSSetShader(shaderIt->second, NULL, 0);
+ D3D::context->GSSetShader(shaderIt->second, nullptr, 0);
D3D::context->GSSetConstantBuffers(0, 1, &m_paramsBuffer);
return true;